Unpack to Mods folder
Settings
CustomAmmoCategoriesSettings.json
{
"debugLog":true, - enable debug log
"modHTTPServer":false, - enable debug http server
"modHTTPListen":"http://localhost:65080" - debug http server url, if enabled
}
CustomAmmoCategories.json
[
{
"Id":"LGAUSS", - new ammo category name, precessed for WeaponDef.AmmoCategory and AmmunitionDef.Category fields, using it in other AmmoCategory field will lead load error
"BaseCategory":"GAUSS" - base category name. Must bt in (AC2/AC5/AC10/AC20/GAUSS/Flamer/AMS/MG/SRM/LRM),
needed for backward compatibility.
All other game mechanic (for example status effect targeting), except ammo count in battle and mech validator in mech lab will use this value.
},
]
Weapon definition
new fields
"Streak": true/false - if true only success hits will be shown, ammo decremental and heat generation will be based on success hits.
with "HitGenerator" : "Streak" - will be true streak effect all-hit-or-no-fire
"HitGenerator" : "Streak", Set to hit generator. Supported values ("Individual"/"Cluster"/"Streak").
Streak hit generator is sort of cluster,
if first projectile hit, rest hit too (location distribution as cluster hit generator),
if first projectile misses, rest misses too
if not set weapon hit generator will be used.
if not set hit generator will be choosed by weapon type.
if weapon define has tag "wr-clustered_shots", "Cluster" hit generator will be forced.
"DirectFireModifier" : -10.0, Accuracy modifier if weapon can strike directly
Ammo definition
{
"Description" : {
"Id" : "Ammunition_LBX10ECM",
"Name" : "LBX/10 ECM Ammo",
"UIName" : "ECM",
"Details" : "Large caliber rounds capable of dealing heavy damage, and designed to be used in an LBX/10.",
"Icon" : null,
"Cost" : 0,
"Rarity" : 0,
"Purchasable" : false
},
"Type" : "Normal",
"Category" : "LBX10",
"CriticalChanceMultiplier" : 1.0,
"WeaponEffectID" : "WeaponEffect-Weapon_PPC", Played fire effect can be set in ammo definition, for example this LBX AC10 will fire as PPC if ECM ammo is choosed
"EvasivePipsIgnored" : 0, Effective EvasivePipsIgnored will be Weapon.EvasivePipsIgnored + Ammo.EvasivePipsIgnored (current weapon status effects will be used too)
"AccuracyModifier" : -10.0, Effective AccuracyModifier will be Weapon.AccuracyModifier + Ammo.AccuracyModifier (current weapon status effects will be used too)
"CriticalChanceMultiplier" : 0.0, Effective AccuracyModifier will be Weapon.CriticalChanceMultiplier + Ammo.CriticalChanceMultiplier (current weapon status effects will be used too)
"DamagePerShot": -50.0, Effective DamagePerShot will be Weapon.DamagePerShot + Ammo.DamagePerShot (current weapon status effects will be used too)
"AIBattleValue":90, Not used any more
"ShotsWhenFired" : 0, Effective ShotsWhenFired will be Weapon.ShotsWhenFired + Ammo.ShotsWhenFired (current weapon status effects will be used too)
"ProjectilesPerShot" : 0, Effective ProjectilesPerShot will be Weapon.ProjectilesPerShot + Ammo.ProjectilesPerShot (current weapon status effects will be used too)
"HeatDamagePerShot": 0.0, Effective HeatDamagePerShot will be Weapon.HeatDamagePerShot + Ammo.HeatDamagePerShot (current weapon status effects will be used too)
"MinRange": 0.0, Effective MinRange will be Weapon.MinRange + Ammo.MinRange (current weapon status effects will be used too)
"MaxRange": 0.0, Effective MinRange will be Weapon.MaxRange + Ammo.MaxRange (current weapon status effects will be used too)
"ShortRange": 0.0, Effective ShortRange will be Weapon.ShortRange + Ammo.ShortRange (current weapon status effects will be used too)
"MiddleRange": 0.0, Effective MiddleRange will be Weapon.MiddleRange + Ammo.MiddleRange (current weapon status effects will be used too)
"LongRange": 0.0, Effective LongRange will be Weapon.LongRange + Ammo.LongRange (current weapon status effects will be used too)
NOTE: Range modifications not always displays correctly while viewing shooting arc, but hit chance and possibility calculated normally.
"HeatGenerated" : 0, Effective HeatGenerated will be Weapon.HeatGenerated + Ammo.HeatGenerated (current weapon status effects will be used too)
"RefireModifier" : 0, Effective RefireModifier will be Weapon.RefireModifier + Ammo.RefireModifier (current weapon status effects will be used too)
"Instability" : 0, Effective Instability will be Weapon.Instability + Ammo.Instability (current weapon status effects will be used too)
"AttackRecoil" : 0, Effective AttackRecoil will be Weapon.AttackRecoil + Ammo.AttackRecoil
"IndirectFireCapable" : false, Effective IndirectFireCapable will be taken from ammo. If not set in ammo define, weapon value will be used
"EvasivePipsIgnored" : 0, Effective Instability will be Weapon.EvasivePipsIgnored + Ammo.EvasivePipsIgnored (current weapon status effects will be used too)
"HitGenerator" : "Individual", Set to hit generator. Supported values ("Individual"/"Cluster"/"Streak").
Streak hit generator is sort of cluster,
if first projectile hit, rest hit too (location distribution as cluster hit generator),
if first projectile misses, rest misses too
if not set weapon hit generator will be used.
if weapon define has tag "wr-clustered_shots", "Cluster" hit generator will be forced.
"DirectFireModifier" : -10.0, Accuracy modifier if weapon can strike directly
"HeatGeneratedModifier" : 1,
"ArmorDamageModifier" : 1,
"ISDamageModifier" : 1,
"CriticalDamageModifier" : 1,
"statusEffects" : [ - will be applied on weapon hit (only "OnHit" effectTriggerType)
{
"durationData" : {
"duration" : 5,
"ticksOnActivations" : true,
"useActivationsOfTarget" : true,
"ticksOnEndOfRound" : false,
"ticksOnMovements" : false,
"stackLimit" : 0,
"clearedWhenAttacked" : false
},
"targetingData" : {
"effectTriggerType" : "OnHit",
"triggerLimit" : 0,
"extendDurationOnTrigger" : 0,
"specialRules" : "NotSet",
"effectTargetType" : "NotSet",
"range" : 0,
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : true,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" : {
"Id" : "AbilityDefPPC",
"Name" : "SENSORS IMPAIRED",
"Details" : "[AMT] Difficulty to all of this unit's attacks until its next activation.",
"Icon" : "uixSvgIcon_status_sensorsImpaired"
},
"nature" : "Debuff",
"statisticData" : {
"appliesEachTick" : false,
"effectsPersistAfterDestruction" : false,
"statName" : "AccuracyModifier",
"operation" : "Float_Add",
"modValue" : "5.0",
"modType" : "System.Single",
"additionalRules" : "NotSet",
"targetCollection" : "NotSet",
"targetWeaponCategory" : "NotSet",
"targetWeaponType" : "NotSet",
"targetAmmoCategory" : "NotSet",
"targetWeaponSubType" : "NotSet"
},
"tagData" : null,
"floatieData" : null,
"actorBurningData" : null,
"vfxData" : null,
"instantModData" : null,
"poorlyMaintainedEffectData" : null
}
]
}
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Custom ammo categories for Battletech 2018
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